Kommentare

Kommentar von Philmckraken

Damage and healing in the same spell; this looks like a useful talent for both PvE and PvP.

Kommentar von Phr057

Judging by the contents in "Effect #1". The attack may do 100% weapon damage.

Kommentar von MeanMachine

Not 100%, it will be normalized. So unless you use a weapon with exactly 3.3 speed, you'll see a difference.

Anyway, on a single target this is inferior to crusader strike by a whooping 10%. Doesn't matter if you have the mana to spam it, as it is another instant attack. On any more than 1 target, though, it's vastly surperior.

So far I haven't mentioned the healing part, so it's time for a few words about it. I really don't like the way the description says "totalling 20% of the damage". It's almost as like each party/raid member would recieve 6.6% out of it. Assuming that each target recieves 20%, though, it will be significant enough. Not as reliable in PvE where you have dedicated healers (unless they reintroduce Loatheb style fights, 1 minute cd on healing, /doh). In PvP, though, it could prove invaluable -- like a healing whirlwind, excuse me for the lame comparison.

Still, the damage alone is enough to make this ability, essentialy giving retribution paladins a much wanted dps increase.

Kommentar von Drektard

Divine Storm will probably be more damage on a single target as well. This is because, as long as the tooltip is correct anyway, it does holy damage. Crusader Strike does physical, so although it does 10% more weapon damage, it is mitigated by armor, unlike Divine Storm.

Kommentar von durenas

This is the ret paladin answer to sweeping strikes and blade flurry.

Kommentar von Shuror

In PvP, though, it could prove invaluable -- like a healing whirlwind, excuse me for the lame comparison.

Not lame at all, rather it is a good point. Its mechanics are just like Whirlwind with the same number of targets, same range and same cooldown.

The only differences are the healing and that it deals Holy damage.

Kommentar von Boobah

Between an additional instant, the multi-target damage, and the healing, it's worth the +50% mana cost over Crusader Strike. Given that it does holy damage, it'll probably hit for 20%+ more damage (depending on mob armor and armor penetration) than Crusader Strike, hit multiple targets, and return some healing. Yes, please.

Compared to Seal of Command, this does (100/70=) ~42% more damage (caveat 1: not counting normalized attack power, which should lower Divine Storm; caveat 2: assuming only one target), but goes off (with perfect timing) only (6/7=) 85% as often, for around (600/490=) 22% more damage.

This very much looks like the ability Ret paladins are going to be building their rotations around. It's a good thing Repentance can be applied in combat.

Kommentar von Spectacular66

This is definitely going into my damage rotation.

My usual rotation was SotC, Seal of Command, Crusader Strike, probably a proc from Command and then I'd stun and judge. Now I might throw in Divine Storm between Crusader Strike and the usual stun. This will help own faces in PvP as well, no doubt about it!

Kommentar von Archdmon

Another instant attack for Paladins, this will increase DPS output, not to mention it will add a bit more utility to Ret Paladins, making them more desirable in raids.

Kommentar von jaksen93

MeanMachine said:

I really don't like the way the description says "totalling 20% of the damage". It's almost as like each party/raid member would recieve 6.6% out of it. Assuming that each target recieves 20%, though, it will be significant enough.

Is the healing is significant ? Might be, might not, but one thing is certain: The damage is!

Kommentar von Sitrimid

Well they gave us a new instant attack with a short cooldown and they got from us Sanctify Aura.I mean for lord's shake they are joking on us???This might be a trick to make most of the pallys to Turn to the Dark Side(if you know what i mean)

Aggre with the guy that said Palastyle whirlwind skill

Kommentar von Jimalcoatl

Yeah they took out Sanctity aura, but we still have the effects from improved sanctity aura built into our ret aura talents and we also have another talent increasing attack speed and cast speed by 3% added into ret aura, which imo will be higher damage output than the 10% holy damage boost especially considering we have spell power from AP now. It's looking like not only are we getting a dps increase, we're getting a $%^& ton of group utility from DS, the new judgements of the wise talent and the redone Ret aura. I personally won't miss Sanctity aura with what we're getting in trade.

Kommentar von Swoyer

I can Slightly agree with you. The changes which have been done does increase our dps rapidly, instead of having our ol' Sanctity Aura. Retribution Aura will also be a little more useful then before. Considering Divine Storm paladins will be more directed to do AoE damage in raids, and with Retribution Aura, that paladin might also be the raids AoE tank if none Protection paladin is available. Also, this spell will also be very useful in Arenas. Just a Simple Hammer of Justice - Judgement of (X) and then Divine Storm and Voila! you have healed your 2v2, 3v3 or 5v5 abit, making you even more useful in arena then just being the one who burst someone down.

It's just to wait and see if there will be any changes.

Kommentar von YakoEmetic

This is a very amazDIVINE STORM

Kommentar von Cyphaze

According to beta testers, this currently can proc Seals on every target it hits.

I have my doubts that particular feature will go live, however...

Kommentar von Sitrimid

You think blizz gonna let us proc seals not on our main targer?

Kommentar von Skcornnelg

Looking forward to seeing this in action but 12% of base mana? Bit pricey no?

Kommentar von Archdmon

Considering the effects, no. Specially if t does indeed procs out seals everywhere.

Kommentar von illudrial

But is the damage affected by spell power? And something else, normalized damage has as a standard the value of 1500 AP?

Kommentar von flyingtoastr

12% of a level 70 Paladin's base mana is 354 mana. This spell is incredibly cheap for the damage it does.

Kommentar von jaksen93

No the 1500 AP was just a number I used. It is the amount of AP you have.

Kommentar von d3nyd

This is a very short-cooldown ability. Only 10 seconds, along with Crusader Strike's 6. This will be an ability that you will be using in any rotation, and it even heals you.

Also: the animation is a whirlwind with orange/yellow colors instead of dark red like a warrior's.

Kommentar von Yzak

Because a few people might be confused by the "Base mana" part (I've noticed a few people on the WoW Paladin forums confused as well), I'll explain what base mana is in case you don't understand.

Base mana is your total mana without gear or buffs on and you remove the intellect from leveling. Basically, strip yourself naked and remove any buffs you have. Subtract the amount of intellect you have gained from leveling. You should have no added intellect. The total amount of mana you have then is your "Base Mana". Spells will cost a certain % of that amount. So if you had 3000 base mana and a spell cost 10% base mana (I'm not using any spell specifically, just a random % to make it easy to understand), it would cost 300 mana. If you were to put your gear back on and go to 7000 mana, that spell would still cost 300 mana because it's being based off the base value.

An example.

With gear and buffs your total mana comes to 10000 mana.

You've been casting spells so you're at 7000 mana currently.

Your base mana is 3000 mana.

You cast a spell that costs 10% base mana. That spell costs you 300 mana since it's determined from your base mana.

Take your current mana, minus the spell cost and you'll have (7000-300) = 6700 mana left.

It can be confusing at first, but once you understand it, it makes sense. Although I probably screwed it up somewhere. :x

Kommentar von Magicmaster

Will you heal yourself by this as well as party members ?

Kommentar von Skullz

When i see this talent,the buff to Consacrate,and the possibility of Seal of Blood/the Martyr proccing on all nearby targets during Divine Storm,Paladin AOE dps suddenly comes to mind.

Kommentar von Zerole

Alright, this is probably borderline irrelevant but does anyone else find it odd that the icon for DS is a Sword but the actual animation is a Mace? I'm a bit of a Sword fanatic so I'm kinda hoping they fix this if only for aesthetics.

Kommentar von Athene

Am I getting this right?- The spell does (weapon damage + (attack speed * (AP/14))) on each hit.- It heals the paladin and 2 raid members each for ~7% of the total damage done (dmg per hit * targets hit), healing a total of 20% of the damage done.- Additionally triggers seal on every target hit.- The damage is really holy damage, it is not mitigated.

If I all this is true, then this truely is an immense spell.A powerful AOE spell (not like the weak consecration) is the 1 thing that I've always missed while playing my retri, and now we're getting it.

I don't wanne get too happy before I'm sure of what is true though.

Kommentar von Morow

The Divine Storm heals up to 3 party or raid members totaling 20% of the damage caused.

This leads me to believe that the healing will be split for up to three targets, and I don't think that the paladin will necessarily be one of them. Sure it's possible, but it will likely be like chain heal, jumping to targets with low health.

So say you DS for 1500 damage. You would then take 300 (20%), and divide it between three people (100 each). Doesn't seem like much, but I'm sure it adds up.

Kommentar von knightsydude

Kommentar von Zaan3

...perhaps the greatest addition to a retadin since Crusader Strike & the revamped Avenging Wrath

Kommentar von Athene

Allright I'm in the beta and I've tested this nice little spell.- While soloing quests, DS will heal me for 20% of the damage I deal with it. I see the tooltip here on wowhead has been updated, so it's not so confusing anymore if it heals 20% or 60%.Haven't tested it in party yet, so I can't tell for sure if the paladin will always get healed or who else will get healed by it.- Crits give double health (in case you wondered).- A crit is decided on each hit separate, not on the spell itself. Righteous Vengeance (+25% DS&Judge crit dmg) makes up for the non-crits;p- It WILL procc seal on every hit. With SoW you can grind forever, literally. Just a small heal now and then to keep your health up. If you need health, switch to SoL to regain health in no-time.- The damage is holy, it is unmitigated.- The spell has no range check. That means, if you are knocked back, if the target(s) runs away, if the target dies before you get to cast it, the spell will still be cast and the manacost was wasted.

Combining this with Consecration (which now scales with both AP and spellpower) will give you a very decent AOE dmg. The damage alone is really great for grinding, it will be insance in PVP, and with SoW or SoJ on it you are nearly invincible. Aoe is absolutely not our weak spot anymore. There will probably be several nerfs with time though;)

Edit: I just put on like 10 mobs, and DS gave me 1822 health:p Imagine the damage...

Kommentar von Erhios

This spell now says.. ´´Holy damage to up to - 1 enemies within 8 yards`` and the talent still says: ´´Holy damage to up to - 4 enemies within 8 yards``. What one is right?

Kommentar von Ronark

Just watch out for Disarm effects becasue then we can't cast this :o

Kommentar von Raxerzk

So if the damage from the attack is magic, will it be increased by effects like "Misery" from Shadow priests?

Kommentar von Fonix

nah its not a mistake, they changed it so that u negatively hit the number of enemies in your vacinity, dealing damage to yourself and healing the enemy.

good for when u want the enemy to win fast in a bg that u know u gonna lose anyway.

Kommentar von camarouge

Heh, I would like to compare this to multishot, but, I really can't for two reasons:

Multishot is a flat amount of damage added to your auto-shot, but still physical.Divine Storm heals.

Still might be useful to use in a pvp 1v1 situation, but only if you really need it; thats how I'll compare it to Multishot.

Overall though, very awesome skill for retribution, I was worried what we'd get but its all for the better... phew!

Kommentar von Almarsguides

With Divine Storm, if you have Seal of Light active you're a self healing beast.

Also if you're using Seal of Wisdom, it costs no mana!

And then don't forget if you have Art of War with two talents into it, a Divine storm crit will give you an instant cast Flash of Light.

Kommentar von jayman951

All Seals have been reduced to 1 rank and now cost 14% of base mana. The duration has been increased to 2 minutes and are no longer consumed when a Judgement spell is cast. The effects can be triggered from all weapon based special abilities."

Kommentar von jayman951

"All Seals have been reduced to 1 rank and now cost 14% of base mana. The duration has been increased to 2 minutes and are no longer consumed when a Judgement spell is cast. The effects can be triggered from all weapon based special abilities."

Kommentar von Spectacular66

The healing effect on this spell truly shines when you're fighting a full group of 4. Totally awesome.

I soloed Stratholme and Scholomance with very little downtime.

Kommentar von d3nyd

This ability (combined with NUMEROUS talents and broken scaling) is a huge reason why Ret pallies are the most powerful PvP class in the beta as of this posting. If you're facing a Ret paladin at your level or close to it, you are probably going to get 2-4 shotted. Your only hope is to kite and run, to be honest.

Kommentar von merlozulueta

This adds to the Retribution paladin combos and this is one of the reasons why people are complaining about this class in the forums.

It's the best if fighting against multiple players or mobs. It's fine to do this if dealing with solo, it will add the dps efficiently. You must have a hostile target when using this ability though, not like whirlwind that you can use it if you don't have a target.

It's pretty good in PvE when one of your nearby mates are getting smashed by cleaves or AOE, this will surely help with healing them a bit. But make sure you're using it against an enemy target.

And always make sure you have a seal on to keep dps up if you want to kill faster. I recommend seal of light and judgement of light if you want more healing to your melee mates while you attack. Or Seal of Command or Seal of Blood/Martyr if you want to beserk (literally).

Kommentar von Balseraph

Hammers are a big part of paladin lore in Warcraft, which will be why the animation uses that big glowly two-hander.

Kommentar von Quest

Its not confusing at all, and you explained it perfectly fine. People that dont understand it are dense/dont want to understand it.

For everyone that still doesnt understand, this is how you find out your BASE MANA;

Have 0 talent points spent

Take off ALL gear

Look at your int then do this Base Mana = Total Mana - (Intellect x 15)

Should come out to 4114. Round up.

Kommentar von frostitute

how much threat (if any) would the healing affect cause?....and would it be directed to u or the affected target?

also if u have SoC on can it proc only on one target or on all 4 cause if it can then ur talking bout a very OP spell rite here and even more so if everything crits!

Kommentar von BlackInertia

This is why you should put 2 points in Pursuit of Justice. Reducing the duration of disarm effects by 50% is very nice. :D

Kommentar von shoelace

This might be a stupid question, but do anyone on the PTR/beta know if when you are in a group, and you use DS, will only ppl that have lost health be healed, or any random 3 ppl?

Kommentar von gespenzt

Supposedly a hotfix was put into motion. While the tooltip says "Holy" damage, the combat log clearly displays physical.

Kommentar von gespenzt

Kommentar von annerajb

they nerfed this already instead of doing holy damage is now physical was hotfixed.

Kommentar von username409

huge nerf on live - this ability now deals physical damage.

Kommentar von BattleFreak

Quoted by Ghostcrawler.

Divine Storm -- the damage was changed from Holy to Physical. As you know, Holy damage is almost never mitigated and this talent could pack a lot into a very short time. This is a nerf to the ability's damage. This change is now active on Live.

Kommentar von d3nyd

This ability is now Whirlwind for 51 talent points and a 300-500 heal tacked onto it.

Kommentar von Nyhon

All is good Divine Storm change was a good thing.i hope that's all they change.Cuz in US servers they did way too much.Now doing physical dmg,and still having same crit chance is good.I think it's not nefr,it was a necessary,cuz palas was WAY too much to handle.

Kommentar von Zanazua

Stupid overpowered thing. Sorry for bad comment. Just got a paladin down 10%. She used that divine storm and won me with her lil finger. Im warrior. Arms.

Kommentar von omgcritz

Im curious... if this spell was still just pure holy damage, would it have been able to be spell reflected?

Kommentar von Tservo

Well my question is this, since Divine Storm was changed to physical damage with a hotifx, shouldn't it now proc enchants like Executioner and Mongoose? Since it is technically now melee strike now.

Kommentar von Arsvent

I play a Fury Warrior and I play with a Ret Paly and this is godly for him as now he can keep up with my 5-7 mob pules and not have to spam consecrate, heal me, and hope we win... he might even keep up in DPS now... well maybe not... TG is to imba for that...

Kommentar von Draquel

Kommentar von Arkham

I'm surprised this hasn't been mentioned yet, but just to clarify, this ability was ultimately made to do Physical damage (either when 3.0 went live or shortly after, I forget which now). Hence, all those older comments up above, about DS doing Holy damage, were correct during the Wrath beta but are no longer applicable.

Kommentar von Nilaihah

The english translation of kamikaze is divine wind and judging by how many ret paladins think this is a good spell to open with in a heroic before the tank has solid aggro I'd say the name is appropriate.

Kommentar von twinkinshammy

30 minutes now, loving this so far.

Kommentar von zsxking

With the new glyph deployed on 3.1 PTR:Glyph of Divine Storm *new* -- Your Divine Storm now heals for an additional 15% of the damage it causes.

The heal amount increase to 40% of the total damage. That will be quite a bit when AOE. But still not so impressed in 2v2 or 3v3.

Kommentar von Herethbane

Can someone tell me does the healing part of this spell work?

Let's say a Retribution Paladin is going solo and can deal 1000 damage to a particular mob using this ability. Does it mean that the paladin is going to be healed for 1000 when he uses it on 4 mobs?

1000 damage * 4 = 4000,25% of 4000 = 1000

Or will it only count 25% of the damage done to your primary target?

Lastly, it says totalling up to 25% of the damage. So I guess that when it is shared among 3 persons, each is going to get 8.33% or does it actually check in a different way in the example below.

So, assuming the same Retribution Paladin as above, just that this time, he's in a party of 5. If he has 3 damaged party members of let's say 20 damage, 50 damage, and the player has suffered 500 damage.

Say, he uses Divine Storm against one mob, hitting for 1000 damage. The heal should add up to 250.

So will each of the players be healed for ~83 or will the first member be healed of his 20 damage, second member be healed of his 50 damage, and the player will receive the remaining 180 healing to total up to the 25% of damage caused?

Kommentar von EwCooties

Heh, i guess it's not such a bad idea to spend 2 points for PoJ if you can't cast it disarmed :D

Kommentar von Eledweth

Divine Storm now causes 110% of weapon damage to up to 4 enemies within 8 yards.

Not sure how much of a buff this is, but it seems like a flat 110% instead of being normalized damage will make it a bit more potent with slower weapons.

Again, checking blue-trackers for a blue post confirming this.

Kommentar von Toldry

Note that this talent is very much like the Diablo II Paladin skill "Blessed Hammer".Both Divine Storm and Blessed Hammer summon spinning hammers around the Paladin, dealing AOE damage.

Kommentar von Xtremekiller

AoE can't be reflected.

Kommentar von ApocalypseAP

Well, according to the new tooltip, Divine Storm might not even be worth putting a point in anymore. A 0 yard range for a 51-point ranged AOE ability? That's completely ridiculous. What if even a small lag hits? If they're even off by a single yard, this ability will do absolutely nothing.

Seriously developers at Blizzard, what the heck were you thinking? I really hope that 0 yard range is just a typo. I haven't had a chance to check for myself yet.

Kommentar von Renegadeloser

Just Curious to know.How do this spells healing mechanics work?Does it heal whoever has the lowest health?Lowest % of HP?Or just random target healing?

Is it going to overheal the 3 guys in the party with full hp? Or heal the 3 locks who dont know how to use lifetap?

Kommentar von zyran

HOLY CRAP "An instant weapon attack that causes 110% of weapon damage to up to 4 enemies within 0 yards." wow wish i could get 0 yard attacks with my hunter!

Kommentar von Qolt

Almost, except for that Seal of Wisdom Gives you 4% of maximum mana, so the mana differs from person to person, but yes, if you attack 3 and get 3 procs, you will gain more mana than you lost

Kommentar von Gormourn

What you are forgetting, is that it's another freaking INSTANT ATTACK for a spec that relied on melee swings and hoping that SoC would proc for over 2 years.

If I were back on my warlock, I would gladly take some mages' Fireblast as a talent, especially if it healed me just because it's another instant.

Kommentar von Rankkor

HAHAHAA nice one dude :P very funny

Kamikaze rets.......... that's a clever one

Kommentar von hemek

Ohh look kids it the ability that made it easier for pallies to roll their faces on their keyboard.And Satan said it was good and Blizzard made it so!

Kommentar von petar95

Retri Palas, Thank blizzard for giving us these whirling hammers which own everyone ^^

Kommentar von darkwraith007

***This is for Patch 3.1.3 on LIVE servers***(Ignore the 3.1.2 thing that WoWhead put, its incorrect)

In instances, I've noticed that Divine Storm does heal the rest of us, as a group, but never heals the ret-pally themselves. When soloing, I've checked the combat log (with everything selected) and its confirmed that Divine Storm does NOT self-heal. When you read the curren tooltip on live servers (Patch 3.1.3), it says that it hits all enemies within zero yards (?) and heals up to 4 raid or party members for 20% of the damage caused. But if you aren't in raid/party, then it won't heal anyone.

My current tests while soloing do suggest that at some point a 'stealth nerf hotfix' was implemented to remove the self-healing ability of this and make it only heal nearby raid/party members. It doesn't heal me at all, and I always wondered why.

So, any word on the truth behind Divine Storm?

EDIT: Update, as of July-2-2009, Blizz decided to finally do a 'stealth hotfix' and correct this issue. Either it was my imagination, a combat log bug, or w/e. But its working fine now and healing as it should.

Kommentar von Helltempest

Just to share my little bit of scientific testing, the range on this spell is less than 8 yards, yet more than 5.

I would estimate a 6.5 or 7 yard range. Just outside melee range.

Kommentar von frmorrison

Divine Storm is a smart heal. Assuming DS hits your target, the heal effect will look for the lowest health member in your party then heal them. Only if the entire heal is consumed (no overhealing) does it spill over, so most of the time the heal will be hitting precisely one target.

Kommentar von cyberbrest

Seal of the Martyr or Seal of Blood are triggered on attack?

Kommentar von Talvanor

They were, yes.

Kommentar von ratamastasim

This move is now getting a major upgrade in the tier 10 set bonus 2, melee attacks have a 40% chance to reset the CD on divine storm, which i my opinion, in gonna get nerfed in 3.4

Kommentar von Alkerd

Does it heal paladin?

Kommentar von frmorrison

Kommentar von TheTrueCrow

This spell has a dummy script, which sets damage percentage, mod'd by librams.This spell has a dummy script, which casts a healing spell.This spell has a damage script, which deals damage equal to the dummy script's return value.

Kommentar von Fallensun

Would the healing on this spell proc the Illumination talent? That would give pallies a nice little buff :)

Kommentar von Whybag

Heh, I would like to compare this to multishot, but, I really can't for two reasons:

Multishot is a flat amount of damage added to your auto-shot, but still physical.Divine Storm heals.

Still might be useful to use in a pvp 1v1 situation, but only if you really need it; thats how I'll compare it to Multishot.

Overall though, very awesome skill for retribution, I was worried what we'd get but its all for the better... phew!

Why the hell would anyone try to compare this to Multi-Shot?

Also, why the hell does MULTI shot need any comparison in 1v1? MULTI...More Than One...v one?

Kommentar von Iroared

Kommentar von kosta123

It looks like Blizzard has removed the CD of this spell, but also lowered its dmg to 55% :SThey probably want to balance its overuse in game. I mean, for now, it can crit for up to 8k+, and in cata, the str bonuses on the items will get huge, so the dmg caused by one swing should remain roughly the same. It's only going to be usable more often, not every 10 secs...

Post edited: This was introduced in cataclysm database, during the testing time. ( See Divine Storm )Post edited: The ability has been changed once more.

Kommentar von Hurielh

My question is this... The Divine Storm does 110% weapon damage ... weapon damage is defined as what is specified on the weapon (eg: the "Shadow's Edge" is written that does 872-1309 dmg - 294.7 dps) or means the damage is shown on the character info in melee ?

ty and sry for my bad english!

Kommentar von ThePiper

Yes.

Kommentar von kosta123

It counts from character melee dmg shown in your character information sheet (C). But as I remember, it deals holy dmg, not melee, so it isn't migitated by armor.

Kommentar von wow112

hey guys if i just use divine storm randomly on no target, will it NOT heal me and no damage will be done along with mana wasted. Or will it still heal me but ill waste damage and mana? plz can someone help

Kommentar von Thelek

Divine Storm deals physical damage. It was holy based when it was first put onto the 3.0 PTR and it had a huge advantage over other plate classes in PvP, so it was changed to give some counter back to warrior and paladins (and I guess, Death Knights, as well, later on at least).The tier 10 set bonus allows for the value of armor penetration and haste to increase slightly, as most simulators will show, as the stat weights differ slightly. I'm not saying "Stack ArP and Haste", but it's not like they'll be totally useless (about half of our damage is physical).

Kommentar von Thelek

Divine Storm heals for 25% of the damage done. So in short, no. But overkill damage does count towards the healing portion of the attack. On another side note, damage done to targets that Absorb the hit, partially or fully, will only heal for 25% of the amount of damage that actually gets through to the target.

Kommentar von Thelek

I just looked this and a few other spells up. Currently, the WoWhead Cata database doesn't display cooldowns on spells, because they're not yet finalized, since it's still in beta. I imagine it will have a 3 or 4 second cooldown or have a glyph or set bonus to make it more powerful versus small groups (ie, chain proccing Seal of Command on groups of 4 or less). This is just a guess or more of a suggestion, and this will probably not be included in the beta or when Cata goes live.As it is now, Divine Storm without a cooldown (untalented) would do ~37% weapon damage per second, and Crusader Strike (untalented) would be doing 25% weapon damage per second. Very simple and extremely rough math (as judgement, holy power dumps, etc would drop the % weapon damage values) but Divine Storm would be more valuable single target than Crusader Strike, unless there's a talent or set bonus to make it more attractive over Divine Storm (aside from mana costs and other huge factors that I don't even know about yet...).

Kommentar von Sarbiton

The visual effect is VERY reminiscent of the Diablo II's Blessed Hammer skill for Paladins. A nice shout out that I noticed when replaying the game!

Kommentar von hubbard

oh my holy lord with the nerfs normal damage 22%

after gathering three holy power points:90%

Kommentar von hubbard

i think ill be leaving this talent out thanks to its low damage.

Kommentar von Badunkadunk

Anyone know if "Divine Storm" procs "Protector of the Innocent"?

Kommentar von Adalianar

Kommentar von cryogenics

As Adalianar, I would also like to know if the new Divine Storm shares it's cooldown with Crusader Strike. If not, I approve of the change. Wish I could try it out on the ptr... At 60% damage, I'd increase the healing to like 30 or 35 percent. Yanno, since our self-healing has been cut quite a bit. Even more so with the change.

Kommentar von warfist

PROS

Due to no longer requiring Holy Power, this ability can be cast at any time.

When specced into Divine Purpose, this ability has a 40% chance to generate Holy Power for each target hit.

No longer benefits from Holy Power making it a less powerful ability overall when compared to the damage capabilities of the version currently live.

Likely shares a cooldown with Crusader Strike, making Divine Storm only viable when battling multiple enemies. I find this to be true even on the live servers.

Does not naturally generate Holy Power, making this ability not worth spending a talent point on until you have spent at least one talent point into Divine Purpose (minumum level being 49).

Personal OpinionsMy biggest gripe is that Paladins are losing a damage ability that utilizes Holy Power. However, having Divine Storm like this will become very handy during large fights where AoE damage will be most effective. As it currently is on the live servers, I don't ever use Divine Storm. Maybe this will make it worth while for me to spec into it.

Kommentar von Shadowreign

40% chance to generate Holy Power for each target hit.

For aoe on 3+ mobs that is going to be at least 1 HoPo, and more for larger groups. For only one or two mobs, why not just use Crusader Strike?

*That is IFDivine Purpose does in fact allow the generation of HoPo per target hit, which currently isn't specified on the tooltip for either the spell, or the talent. Can anyone confirm this?

Kommentar von JakkFrost

For the record, in case anyone was wondering like I was, as of patch 4.0.3 at least, Divine Storm does in fact share cooldown with Crusader Strike.

(I simply post that because it's not mentioned anywhere on this page or in it's comments.)

Kommentar von Dragoniel

I already regret taking it in a PvP build. Crisader Strike does twice as much damage and generates holy power. Divine storm only tickles the nearby targets and breaks all CC around you.

Gotta respec.

Kommentar von Every

You'll probably also notice the bug when the Ret Mastery ability procs (Hand of Light) Divine Storm lights up, although it no longer uses holy power, as opposed to when it used holy power before, but didn't light up.

Kommentar von Coryenne

In the upcoming 4.1 patch:

Divine Storm now generates 1 point of Holy Power if it hits (i.e. successfully lands on) 4 or more targets.

Making this a very useful ability once again. Even pre-4.1 this is a very solid ability that allows paladins to solo a few places with large amount of mobs that don't hit impossibly hard (like Magtheridon's Lair). If you have about 8 or so enemies, a Divine Storm can heal you for 20% of your health in heroic gear.

Kommentar von Filipse

Nah... in the end... its actualy kinda effective in PVP atleast in AV :P

Kommentar von Katalo

I believe that people miss the true beauty of this ability in PvP. This is an incredibly cheap AoE. For all the uses that this has, hitting someone slightly out of your range, breaking stealth or camouflage or invisibility, killing pets (particularly snake traps), a little boost of healing, spreading out damage to confuse healers and numerous other uses including stopping flag cappers, this ability is just useful. Yes, it does less single damage than crusader strike, but it will do more damage than crusader strike overall as long as you hit more than 1 person. This is an ability for hitting multiple people, getting your holy power if you hit enough, a chance to proc Divine Purpose (which crusader strike lacks!) and a little heal on the side while you're at it. I can't imagine limiting my utility by not spending a talent point on it!

Kommentar von brudarek

fyi whoever said that it doesn't self heal is wrong, it does. I use it a ton when solo'ing old content where you're pulling rooms or wings full of mobs at once.

I also swear that from tues-fri this week it stopped healing, I found myself dying to massive old content pulls I do every week and DS wasn't moving my HP at all.

Kommentar von PriestessAur

In Mists, Divine Storm is no longer a talent but is a trainable spell. It uses holy power and the healing component of Divine Storm has been removed. It can be glyphed Ausgebrannte Glyphe to receive healing up to 5% of max hp.

OLD: Divine Storm5% of base manaAn instant attack that causes 100% weapon damage to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused, and will grant a charge of Holy Power if it hits 4 or more targets.

NEW: Divine Storm3 Holy PowerAn area attack that consumes 3 charges of Holy Power to cause 120% weapon damage as Holy damage to all enemies within 8 yards.

Kommentar von pjammers

Cosmetically, I'm bored with a tornado of holy hammers now that we've tasted some swords and axes in our judgements. It's especially jarring to see your judgements do one weapon type, and then see your divine storm go back to hammers.

Glowing swords or axes swirling around you? Yeah, give me some of that. Just pull the same graphics from the modified judgements and put them in the Divine Storm.

One can hope in a future content update. Hell, I'm fine with them being separate glyphs.